actions-1
var left = this.frame_mc._x;
var right = left + this.frame_mc._width;
var top = this.frame_mc._y;
var bottom = top + this.frame_mc._height;
actions-3
//
var total = 0;
var depth = 300;
var iter = 0;
//
function setQuality(thisSpeed) {
if (thisSpeed == 1) {
total = 5;
iter = 15;
} else if (thisSpeed == 2) {
total = 5;
iter = 25;
} else {
total = 5;
iter = 35;
}
}
setQuality(_global.speed);
//
function chase(mc, x, y, a) {
mc._x += (x-mc._x)/(a+mc.d);
mc._y += (y-mc._y)/(a+mc.d);
}
//
function flex(mc, homex, homey) {
var spring = 0.55;
var decay = 0.9;
var r = ele.ball._width/2;
//
var y = mc._y;
var x = mc._x;
mc.dify = (((homey-y)/30)*spring)+(mc.dify*decay);
mc.difx = (((homex-x)/45)*spring)+(mc.difx*decay);
var tempx = mc._x+mc.difx;
var tempy = mc._y+mc.dify;
//
if (tempxright-mc._width/2) {
tempx = right-mc._width/2-Math.random()*15;
}
if (tempybottom-mc._height/2) {
tempy = bottom-mc._height/2-Math.random()*10;
}
var bx = ele.ball._x;
var by = ele.ball._y;
var angle = findAngle(mc, bx, by);
if (Math.abs(tempx-bx)this.obj.tcount) {
this.obj.count = 0;
this.obj.tcount = Math.random()*10;
this.obj.targetx = ball._x+Math.random()*1200-600;
this.obj.targety = ball._y+Math.random()*1200-600;
}
this.obj.x += (this.obj.targetx-this.obj.x)/59;
this.obj.y += (this.obj.targety-this.obj.y)/80;
};
}
}
//
function createBall() {
this.ele.attachMovie("ball", "ball", 10000);
var clip = this.ele["ball"];
clip.r = clip._width/2;
clip.active = true;
clip.ang1 = Math.random()*360;
clip.mag1 = Math.random()*6-3;
clip.ang2 = 0;
clip.mag2 = 0;
clip._x = Math.random()*550+150;
clip._y = Math.random()*225+150;
clip._xscale = 1;
clip._yscale = 1;
clip.onEnterFrame = function() {
this.r = this._width/2;
if (this.active) {
this._xscale += (100-this._xscale)/3.5;
this._yscale = this._xscale;
if (this._xscale>99) {
this._xscale = 100;
this._yscale = 100;
this.active = false;
}
} else {
var oldx = this._x;
var oldy = this._y;
var x1 = this.mag1*Math.sin(this.ang1*Math.PI/180);
var y1 = this.mag1*Math.cos(this.ang1*Math.PI/180);
var x2 = this.mag2*Math.sin(this.ang2*Math.PI/180);
var y2 = this.mag2*Math.cos(this.ang2*Math.PI/180);
var movx = x1+x2;
var movy = y1+y2;
// find where ball could be
var x = this._x+movx;
var y = this._y+movy;
if (xright-this.r) {
this.ang1 = 360-this.ang1;
this.ang2 = 360-this.ang2;
this._x -= movx;
this._y += movy;
} else if (ybottom-this.r) {
if (oldxactions-6
clearAll();
stop();